Stabilis
Member
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Thank you for the feedback, I will now respond as the original poster (or suggester in this forum). quote:
2vs2 or Juggernaut doesn't need double turns. That gives a huge advantage towards the single player. Pretend I'm in Juggernaut and I'm using a Strength build. I kill the player going next so I then would get another turn using this system. Then I could hit immediately after and have a headstart against the other guy who could've been planning to shield against my strength build but couldn't because he just lost his turn due to my second turn. Highlighted a good point in bold. I was not thinking Juggernaut because there is already a 2 on 1 condition, but more so for 2v2. Example: Player A + Player B VS Player C + Player D A----C ------- B----D It is Player D's turn: Attacks Player B It is Player A's turn: Attacks and kills Player C It is Player D's turn: Attacks and kills Player B I agree that there should be a balanced number of turns, as this sudden shift can be detrimental to systematic balance. 2 instant attacks consecutively whereas normally the enemy team receives both turns Never mind that, in normal gameplay, if this situation occurs, the turns become: It is Player D's turn: Attacks Player B It is Player A's turn: Attacks and kills Player C It is Player B's turn: Attacks Player D All of a sudden team AB has a 2 turn advantage, so instead of working towards an agreement on this point ND I am unfortunately going to have to play this card and say that the, "kill! bonus turn" is as damaging if not more for the single player as is for the 2 player team when against a single player with double turns, so that argument would cancel out at the very least. quote:
Not to mention the code it would take to change how warmup/cooldown works in a specific situation. What one could do is implement a temporary variable to multiply the cooldown by 2, simply. Until 1 player on either side dies, the variable/attribute would be dormant. After a switch has been met then the variable will become true (Boolean). It would only need to perform once for any skill used in a double turns situation, multiply the initial cooldown by 2. A slightly more complicated plan would be to assign a variable to switch between true and false on each of the lone player's turn. When it is true the cooldown will decrease on that turn, when it is false it will not. Totally doable though, no doubt. quote:
Also, the number of players does not really affect the amount of lag, nor do battles count as players. When NPCs start a battle it starts a process that uses up server memory. It doesn't count as another player on the server. It just uses up server memory which in turn caused lag and instability. That is generally the right idea. I did not say that the number of players affected lag, no. I said that in the original 3v3 battles for example, the graphics processing and output to the screen caused a tower of lag. The 6 player's presence is not causing a server any problems technically, but the graphics all in one battle event does. That is why I had suggested reserves to "hide" or "store" other players away for lag-related reasons. The server counts both players and NPCs as entities, like you have stated, an NPC object takes up a process in the battle event. Unless one of us were directly informed by a developer, we may never know as to how the NPC is handled. I assume that an NPC in battle takes up a player resource/slot. Because, if not, then 2, 000 player object processes in a single EpicDuel server can occur at once. If the servers are capable of handling that many player objects without failure then I rest my case; but I assume that the maximum capacity for battles is 1, 000 player objects including NPCs, so if 500 players all participated in a 1v1 NPC battle at the same time, 1, 000 units would theoretically be in use in that 1 server and no more players would be able to log in even though the log in limit is above 500. quote:
3vs3 battle mode was confirmed to not going to happen because it's just a big lagfest, takes too long, and isn't balanced in the least bit. I honestly can't see them implementing such a complicated tag team system that few people would ever use because it would just take way too long and not really be worth it. The ND Mallet Guy, I am not proposing a 3v3 as you "think" I am referring to. I am proposing a 3v3 or 30v30 battle that uses quite similar processes to that of 1v1 or 2v2 without graphical lag or any to little difference in server response and handling. Compare it to 1v1 for example, its just 2 players knocking each other out, no harm there. A new mode and based on your assumptions... it will not be "worth" it? What about Juggernaut? Is that not popular compared to it's birth? Well, like I said, battle tracker data should prove who's analytic information is wrong or right. And yes, I know that battles do not count as player slots, the players and potentially NPC events do. quote:
Would definitely be hard to implement and set up but it does seem like a fun feature. Well at least I am glad that you like this suggestion. quote:
I don't think it will ever catch hackers and if you can't see the chat then you can't really do anything about bad language or rude behavior. Hackers, perhaps not. In fact they may be able to disable spectation altogether so lest we remember that. I am not sure if being able to report a player through spectation is beneficial though. The point that cancels out my doubt is next: for chat, I mainly wish to disable it to spectators for privacy issues. If 1 player disables their spectation and the other does not, when they battle, I should at least give the disabling player the right to their privacy. This is a complicated bind though.
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